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There is an interesting trend which can be observed in the cut scenes present in many videogames released in the last years. Almost every 3D game now shows increased focus on cinematic feeling, which is achieved by extensive use of motion capture and specific work with camera, which includes not only its movement in the scene, but also simulating some of the optical properties as well.
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TBGL provides the programmer with entity system, which allows definition of multiple kinds of types of entities. Sometimes we need to work with just group of entities and cast on them context specific action.

As the scene in TBGL can be composed of completely heterogeneous elements, this can become quite complicated task. We will take advantage of the fact any entity in TBGL can hold its custom user data, defined by programmer. By marking the user data with custom signature, we can easily determine which entities have something in common.

This article explains what data signature is, how to specify it and how to use it for comfortable handling of objects in the scene.

ThinBasic module for accelerated graphics, TBGL, offers multiple ways to represent the scene. The most straightforward one is often referenced as entity system.

Entity system allows organization of various kinds of entities in scenes. Programmers can define “solid” objects using geometric primitives, m15 models or display lists and specify their relationship. This is enough for most typical applications, but what to do when the programmer want to use different kinds of objects.